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Every year when the leaves begin to fall, the small town of Kassen conducts a rite of passage in which it sends a band of young, would-be adventurers to the abandoned crypt of the town founder to recover the Everflame, a magical fire that is kept burning throughout the winter. Each year the youths' mettle is tested by traps, illusory monsters, and other challenges before returning home to a festival honoring their coming of age. Yet this year something has gone terribly wrong! Now the adventurers face real danger, and the fate of the town rests on their inexperienced shoulders! Designed specifically for the new Pathfinder Roleplaying Game rules and designed by Jason Bulmahn, the new game's primary designer, Crypt of the Everflame spotlights exciting new rules updates and character abilities, making it an ideal introductory adventure for Pathfinder RPG players.
Dark horror stalks the streets of Carrion Hill, the strangest and most debased city in the star-crossed gothic horror kingdom of Ustalav. Following the once-forgotten instructions of an ancient eldritch ritual, a cabal of villains conjured up a creature of terrible power in the ruined catacombs of the city. Putting a stop to the abomination means dealing with the cabal one by one, from its weakest devotee to its most potent dark master. A dark urban horror adventure for 5th-level Pathfinder Roleplaying Game characters, Carrion Hill brings Lovecraftian horror to the game table and irreparable psychic damage to your player characters.
Welcome to the World of Terrah. This book is the combination of Terrah Modules 1-3. It has a complete story line with 4 maps, over 30 character sheets, 40+character/item pictures and 30 plus location pictures. Many months of a Pathfinder world to explore and make your own. This world is designed to be modified for your specific parties and purposes.
Includes poster attached to inside back cover.
Hidden in the remote southern range of the World's Edge Mountains lies a mysterious necropolis protected by a legendary guardian known as the Iron Medusa. When the last heir of the dungeon's long-dead noble builders hires the heroes to explore the forlorn and deadly site in search of evidence that may clear his family name, the heroes soon find themselves in over their heads. For the Tomb of the Iron Medusa does not give up its secrets lightly, and the dangerous truths that lie within these trap-laden crypts may have been hidden for a very good reason indeed. Tomb of the Iron Medusa is a Pathfinder Roleplaying Game adventure for 14th-level characters. It features an expansive necropolis of crypts and tombs, all guarded by devious traps, strange puzzles, fiendish monsters, bizarre creatures, and the undead remnants of a once-powerful aristocracy. Tomb of the Iron Medusa also includes a new monster and a fully-detailed borderland inn that can serve as both a place to begin the adventure or as any roadside tavern in any fantasy world.
Legends tell of the mysterious Harrow decks that can instantly alter a person's life -- for good or for ill -- or that skilled spellcasters can draw upon the Harrow's mystic power to enhance their own magic. Others speak of entire worlds created inside the Harrow, realms modeled after the exotic and frightening locales pictured in the cards and populated by strange people and stranger creatures. So when the heroes are hired to investigate a mysterious disappearance, can they survive this trip into the strangest realm yet explored in a Pathfinder world? The Harrowing is an adventure for 9th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. It also includes a brand-new monster and rules for incorporating the popular Harrow Deck (not required) directly into play, adding an exciting new level of chance into the game.
Deep inside his deadly dungeon, the Kobold King laughs maliciously. His monstrous followers raided the nearby village and set his plan for regional conquest in motion. Crown of the Kobold King is a low-level dungeon adventure written by Nicolas Logue that pits the players against a mischievous King of the Kobolds and his noisome minions. A raid on a local village leads to a crumbling monastery riddled with cunning traps and deadly beasts. Will the heroes be the first to survive the Kobold King's dungeon and lay claim to his crown?
Claim the Castle! Fangwood Keep has changed hands innumerable times since its founding decades ago on the border between the warring nations of Molthune and Nirmathas. Over the years, both countries have sacrificed money and soldiers in an effort to control the fortress along the Marideth River valley, both for its tactical location and for its secure defenses. Recently, however, the battles around Fangwood Keep have dwindled to a trickle as Nirmathas has firmly rooted itself in the surrounding valley, allowing the tide of war to shift elsewhere and peace to settle at last over Fangwood Keep. This respite was shattered by the arrival of a renegade Molthuni commander named Pavo Vos. Obsessed with capturing Fangwood Keep and unraveling the fortress's mysteries, the defecting lieutenant unlawfully used his platoon to secure the castle, much to the ire of both the Molthuni and Nirmathi governments. Now the task of bringing Vos to justice and reclaiming Fangwood Keep for Nirmathas lies solely in the PCs' able hands. Fangwood Keep is an adventure of infiltration, investigation, and dungeon exploration for 4th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. This volume also contains a gazetteer of the Marideth River valley and a brand-new monster from the bizarre realm of the fey, both of which can easily be integrated into any campaign setting.
The northern tracts of shadow-cloaked Nidal have long been a land of independence and defiance, but when a desperate refugee emerges from the earth's depths, the locals reach out for aid. This mysterious arrival desperately seeks help in saving his people--an ancient race that's become a willing thrall to shadow--before they unleash an unfathomable darkness upon the world. Cradle of Night is an adventure for 8th-level characters that leads heroes into the depths of the Darklands, the subterranean wilds of the Pathfinder world. There, adventurers must uncover the history of the elusive caligni race and learn one of the greatest mysteries of the Plane of Shadow if they're to have any hope of preventing the rebirth of a shattered god.
A team of local heroes follows clues learned in the Crypt of the Everflame to the rag-tag rustic capital city of Tamran, crown of the woodland realm of Nirmathas. There they discover the work of an insidious cult of the Living God Razmir at work, and must pose as members of the vile organization to battle its malignance from the inside out. Designed for 3rd-level characters specifically for the new Pathfinder Roleplaying Game rules, Masks of the Living God spotlights exciting new rules updates and character abilities, making it an ideal introductory adventure for Pathfinder RPG players.